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<a href="#pub-attribs">Data Fields</a> </div>
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<div class="title">AVD3D11VAFramesContext Struct Reference</div> </div>
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<p>This struct is allocated as <a class="el" href="structAVHWFramesContext.html#a54e38c3e4355321e23e0f4c7411cb8ee" title="The format-specific data, allocated and freed automatically along with this context. ">AVHWFramesContext.hwctx</a>.
<a href="structAVD3D11VAFramesContext.html#details">More...</a></p>
<p><code>#include <<a class="el" href="hwcontext__d3d11va_8h_source.html">libavutil/hwcontext_d3d11va.h</a>></code></p>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Data Fields</h2></td></tr>
<tr class="memitem:a359e4ccfa46c05a225947aea7ce7ac17"><td class="memItemLeft" align="right" valign="top">ID3D11Texture2D * </td><td class="memItemRight" valign="bottom"><a class="el" href="structAVD3D11VAFramesContext.html#a359e4ccfa46c05a225947aea7ce7ac17">texture</a></td></tr>
<tr class="memdesc:a359e4ccfa46c05a225947aea7ce7ac17"><td class="mdescLeft"> </td><td class="mdescRight">The canonical texture used for pool allocation. <a href="#a359e4ccfa46c05a225947aea7ce7ac17">More...</a><br /></td></tr>
<tr class="separator:a359e4ccfa46c05a225947aea7ce7ac17"><td class="memSeparator" colspan="2"> </td></tr>
<tr class="memitem:aec047f8d786efadffc38c558e8792884"><td class="memItemLeft" align="right" valign="top">UINT </td><td class="memItemRight" valign="bottom"><a class="el" href="structAVD3D11VAFramesContext.html#aec047f8d786efadffc38c558e8792884">BindFlags</a></td></tr>
<tr class="memdesc:aec047f8d786efadffc38c558e8792884"><td class="mdescLeft"> </td><td class="mdescRight">D3D11_TEXTURE2D_DESC.BindFlags used for texture creation. <a href="#aec047f8d786efadffc38c558e8792884">More...</a><br /></td></tr>
<tr class="separator:aec047f8d786efadffc38c558e8792884"><td class="memSeparator" colspan="2"> </td></tr>
<tr class="memitem:a0dd15f99a1112be3fa04d08b57775bd6"><td class="memItemLeft" align="right" valign="top">UINT </td><td class="memItemRight" valign="bottom"><a class="el" href="structAVD3D11VAFramesContext.html#a0dd15f99a1112be3fa04d08b57775bd6">MiscFlags</a></td></tr>
<tr class="memdesc:a0dd15f99a1112be3fa04d08b57775bd6"><td class="mdescLeft"> </td><td class="mdescRight">D3D11_TEXTURE2D_DESC.MiscFlags used for texture creation. <a href="#a0dd15f99a1112be3fa04d08b57775bd6">More...</a><br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>This struct is allocated as <a class="el" href="structAVHWFramesContext.html#a54e38c3e4355321e23e0f4c7411cb8ee" title="The format-specific data, allocated and freed automatically along with this context. ">AVHWFramesContext.hwctx</a>. </p>
<p class="definition">Definition at line <a class="el" href="hwcontext__d3d11va_8h_source.html#l00130">130</a> of file <a class="el" href="hwcontext__d3d11va_8h_source.html">hwcontext_d3d11va.h</a>.</p>
</div><h2 class="groupheader">Field Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#a359e4ccfa46c05a225947aea7ce7ac17">◆ </a></span>texture</h2>
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<td class="memname">ID3D11Texture2D* AVD3D11VAFramesContext::texture</td>
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<p>The canonical texture used for pool allocation. </p>
<p>If this is set to NULL on init, the hwframes implementation will allocate and set an array texture if initial_pool_size > 0.</p>
<p>The only situation when the API user should set this is:</p><ul>
<li>the user wants to do manual pool allocation (setting <a class="el" href="structAVHWFramesContext.html#ad67ff3a5828a611d1b1cddd64fc1de71" title="A pool from which the frames are allocated by av_hwframe_get_buffer(). ">AVHWFramesContext.pool</a>), instead of letting <a class="el" href="structAVHWFramesContext.html" title="This struct describes a set or pool of "hardware" frames (i.e. ">AVHWFramesContext</a> allocate the pool</li>
<li>of an array texture</li>
<li>and wants it to use it for decoding</li>
<li>this has to be done before calling <a class="el" href="hwcontext_8h.html#a66a7e1ebc7e459ce07d3de6639ac7e38" title="Finalize the context before use. ">av_hwframe_ctx_init()</a></li>
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<p>Deallocating the <a class="el" href="structAVHWFramesContext.html" title="This struct describes a set or pool of "hardware" frames (i.e. ">AVHWFramesContext</a> will always release this interface, and it does not matter whether it was user-allocated.</p>
<p>This is in particular used by the libavcodec D3D11VA hwaccel, which requires a single array texture. It will create ID3D11VideoDecoderOutputView objects for each array texture element on decoder initialization. </p>
<p class="definition">Definition at line <a class="el" href="hwcontext__d3d11va_8h_source.html#l00151">151</a> of file <a class="el" href="hwcontext__d3d11va_8h_source.html">hwcontext_d3d11va.h</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#aec047f8d786efadffc38c558e8792884">◆ </a></span>BindFlags</h2>
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<td class="memname">UINT AVD3D11VAFramesContext::BindFlags</td>
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<p>D3D11_TEXTURE2D_DESC.BindFlags used for texture creation. </p>
<p>The user must at least set D3D11_BIND_DECODER if the frames context is to be used for video decoding. This field is ignored/invalid if a user-allocated texture is provided. </p>
<p class="definition">Definition at line <a class="el" href="hwcontext__d3d11va_8h_source.html#l00159">159</a> of file <a class="el" href="hwcontext__d3d11va_8h_source.html">hwcontext_d3d11va.h</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#a0dd15f99a1112be3fa04d08b57775bd6">◆ </a></span>MiscFlags</h2>
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<td class="memname">UINT AVD3D11VAFramesContext::MiscFlags</td>
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<p>D3D11_TEXTURE2D_DESC.MiscFlags used for texture creation. </p>
<p>This field is ignored/invalid if a user-allocated texture is provided. </p>
<p class="definition">Definition at line <a class="el" href="hwcontext__d3d11va_8h_source.html#l00165">165</a> of file <a class="el" href="hwcontext__d3d11va_8h_source.html">hwcontext_d3d11va.h</a>.</p>
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<hr/>The documentation for this struct was generated from the following file:<ul>
<li>libavutil/<a class="el" href="hwcontext__d3d11va_8h_source.html">hwcontext_d3d11va.h</a></li>
</ul>
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